Use imported collision shape on CharacterBody3d

Godot Version

4.4.1

Question

I have created an asset in Blender and added the ‘-col’ suffix so it automatically creates a collision shape around the model. Trouble is when I use it as the mesh as a child of CharacterBody3D I keep getting the warning about it having no collision shape. Is there any way I can use the collision shape from the model itself?

I need to use CharacterBody3D for my scripting and inputs to work. The asset imports as a MeshInstance3D or a Node3D. I thought of importing the Blender asset as a CharacterBody3D and just attaching my script to it but it doesn’t seem to work that way.

You probably do not want complex collision for a moving character. Capsule shapes are great because they are fast to calculate collisions and the curve at the bottom and top helps sliding with as few contact points as possible.

You would have to show a screenshot of your Scene tree for any concrete advice, sounds like the Collision shape isn’t a child of your CharacterBody3D